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Sinistar Instruction Manual

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1. CHAPTER 2 Game Operation Power Turn On Game Operation Bookkeeping Totals Game Adjustments Definitions of Pricing Terms PRESS FIRE The spaceship fires at planetoids and also enemy Workers and Warriors PRESS SINIBOMB When your Sinibomb is made with ore from the planetoid you may press the Sinibomb button to destroy the Sinistar GAME PLAY YOUR INTERGALACTIC CRYSTAL MINING MISSION takes you to the antipodes of the known universe But your parametric DeepSpace scanner faithfully displays the sector of the galaxy you presently occupy including an area fully 3 parsecs across no less KEEP THE GALAXY SAFE for all it s sinizens Fiendish Worker ships from the planet Sporg will attempt to fabricate a Sinistar from the remains of derelict planetoids in your very sector You must not let them do this for two reasons 1 These planetoids contain the life sustaining crystals that your civilisation requires for it s vital technologies 2 With the eminently unstable Sinistar in their possession the Sprogites can lay waste to any civilisation in your sector You alone stand in their way YOU MUST MINE THE SINISITE CRYSTALS Williams has equipped you with the latest heuristic electret cannon technology All you need to do is aim at a planetoid and shoot Now collect your motherlode IN FACT ONLY WITH SINISITE CAN YOU MANUFAC TURE SINIBOMBS to eradicate the Sinistar But you must also rebuf
2. If sounds are still nit produced from either board check ROM Board outputs on page 19 first SOUND BOARD DIAGNOSTICS TEST amp PROCEDURES CHECK ROM BOARD OUTPUTS 1 If you hear game sounds disconnect and reconnect sound board connector 10P3 J3 2 You Should hear one or more game sounds If so put the game in Diagnostic Mode Test 4 and proceed with this checkbox If not go ahead to POWER SUPPLY checkbox below CONDTION amp REMEDY e PULSING Repair cable to sound board e ANY LOW Replace jack or foil proceed e ALL 4 7K Proceed e ANY OPEN replace 9C e ALL OK Proceed e ANY SHORTED replace bad e PULSING Proceed e SOME LOW Replace 8C logic probe game on and in test 4 VOM Reading ohms game off VOM Reading ohms game off logic probe game on and in test 4 CHECK ON BOARD POWER SUPPLY 1 With power off test for fuse continuity at F1 and F2 2 With power on check for 12v unregulated DC at TP1 and pin 5 of 3 Now check for 5v regulated DC between TP4 and TP3 If voltages are absent or low turn off game and lift one pin of filter capacitors C25 C26 and C27 4 Check each with ohmmeter for possible short circuits 5 If capacitors are good and unregulated voltages test okay but you re missing 5v replace regulator chip IC8 CHECK AUDIO ANALOG SECTION 1 Turn power on turn up volume control Momentarily place powered up AC soldering pencil on final amplifiers i
3. UNITS REQUIRED FOR CREDIT UNITS REQUIRED FOR BONUS CREDIT MINIMUM UNITS FOR ANY CREDIT RESTORE FACTORY SETTINGS CLEAR BOOKKEEPING TOTALS HIGH SCORE TABLE RESET AUTO CYCLE USE MOVE TO SELECT ADJUSTMENT USE FIRE SINIBOMB BUTTONS TO CHANGE THE VALUE PRESS ADVANCE TO EXIT Figure 3 Game Adjustments Showing factory settings SETTING ATTRACT MODE MESSAGE Position cursor on SET ATTRACT MODE MESSAGE Push FIRE button Depress ADVANCE Enter up to two lines of your message following instructions on the screen 5 Depress ADVANCE to terminate process POP To restore the Williams attract mode message perform steps 1 through 3 and then turn the game OFF and back ON SETTING HIGH SCORE NAME Position cursor on SET HIGHEST SCORE NAME Push FIRE button Depress ADVANCE Enter new signature depress ADVANCE to terminate process ONS An alternate simpler method enters the factory highest score signature In the game over mode hold HIGH SCORE RESET Depressed After a few seconds a sound is produced and the factory highest score signature has been activated HIGHEST SCORE SIGNATURE The number of letters allowed the highest scoring player for entering his name can be varied from 3 to 20 and is recommended as 3 If objectionable words are entered as the signature name you can change the lettered entry leaving the highest score the same See SETTING HIGHEST SCORE NAME RESTORE FACTORY SETTINGS 1 Posi
4. AVERAGE TIME PER CREDIT close to the ideal of 2 00 Game Adjustments In the Game Over Mode open the coin door With the AUTO UP MANUAL DOWN switch set to AUTO UP and depress the coin door ADVANCE switch twice to cause a CRT display as shown in Figure 3 SELECT THE FUNCTION YOU WISH to change by moving the joystick push up to move arrow up down to move arrow down Then making sure the coin door is open push the FIRE button to increase or SINIBOMB t to reduce the value of the selected function Select the appropriate difficulty level by using the SINIBOMB easier and FIRE harder buttons 0 easiest or liberal 5 average 9 hardest or conservative NOTE The next two adjustments affect playing time by making extra ships easier or harder to win Details are on page 12 For a shorter game increase the bonus points figure FIRST EXTRA SHIP AT For a longer game reduce it 1 000 long 99 000 short For a shorter game increase ADDITIONAL POINTS PER SHIP AT For a longer game decrease it 1 000 long 99 000 short For a shorter game decrease the number of SHIPS PER GAME For a longer game increase the number 1 short 99 long GAME PRICING is selected with standard settings or with custom settings as shown in Table 1 Note that free play can be elected by entering the code number 9 at the PRICING SELECTION function FOR STANDARD SETTINGS you need change only the PRICING
5. RAM 1B too light or too dark red or grey band yellow band magenta band green band light green band Aids you in setting up vertical and horizontal linearity convergence and focus Aids you in optimising colour purity If colour RAM test 6 indicates no faults symptoms at left suggest a fault in 1A 1B 2B or 2C chips VIDEO SEQUENCES 1 light red screen 2 red screen 3 dark red screen 4 light green screen 5 green screen 6 dark green screen 7 light blue screen 8 blue screen 4 light green screen 5 green screen 6 dark green screen cross hatch pattern red screen green screen blue screen colour bars colour bars e double width e half width e transposed e missing TEST amp PROCEDURES COLOUR RAM TEST Test 6 Note that a blank sequence or two sequences with the same shade indicate a faulty 1A flip flop 1B RAM or 2B RAM or a failure in the colour analogue circuit Check voltages on Q1 green transistor Q2 red transistor and Q3 blue transistor During the eight full screen colour tests the base voltage centre Pin on each transistor should vary between 3 8v brightest colour and 4 4v no colour Colour RAM check 1 CRT sequences through 8 colours 2 seconds each 2 Thick vertical band indicates colour RAM fault MONITOR amp COLOUR RAM TEST Test 7 Colour Bar Pattern CONDTION amp REMEDY e PULSING Pr
6. SELECTION For custom settings first set PRICING SELECTION to zero and then set the remaining values according to Table 1 Bookkeeping Totals In Game Over Mode open the cashbox and depress the cashbox advance switch The advance switch located on the diagnostic switch bracket can also be used See Figure 1 The CRT should indicate all bookkeeping and evaluation totals If so go to step 3 If the CRT display comes up in the ROM test perform step 2 AUTO UP HIGH MANUAL ADVANCE SCORE DOWN RESET Figure 1 Coin Door Button Switches Continue to depress the cashbox advance switch stepping the game through test programs for ROMs RAMs CMOS RAMs colour RAMs sounds switches and then CRT test patterns of which there are five The fifth test pattern colour bars directly precedes the CRT display of the bookkeeping and evaluation totals The bookkeeping and evaluation totals appear on the displays as in Figure 2 BOOKKEEPING TOTALS LEFT SLOT COINS CENTER SLOT COINS RIGHT SLOT COINS PAID CREDITS FREE SHIPS TOTAL TIME IN MINUTES TOTAL SHIPS PLAYED TOTAL CREDITS PLAYED AVERAGE TIME PER CREDIT Figure 2 Bookkeeping Display 1 GAME ADJUSTMENTS FIRST EXTRA SHIP AT 30 000 ADDITIONAL EXTRA SHIP POINTS FACTOR 30 000 SHIPS PER GAME 3 DIFFICULTY OF PLAY 5 CONTINUOUS FIRE YES HIGH SCORE TO DATE ALLOWED YES PRICING SELECTION LEFT SLOT UNITS CENTER SLOT UNITS RIGHT SLOT UNITS
7. back to the sound boards power amplifier chip and out of the speaker Warnings amp Notices WARNING 1 FOR SAFETY AND RELIABILITY WILLIAMS does not recommend or authorise any substitute parts or modifications of WILLIAMS Equipment 2 USE OF NON WILLIAMS PARTS and modification of game circuitry may adversely affect game play or may cause injuries 3 SUBSTITUTE PARTS MODIFICATIONS AND GAME CONVERSIONS may void FCC type acceptance 4 SINCE THIS GAME IS PROTECTED by Federal copyright trademark and paten laws so called game conversions may be illegal under Federal law 5 THIS CONVERSION PRICIPLE ALSO APPLIES to unauthorised facsimiles of Williams equipment logos designs publications assemblies and games or game features not deemed to be in the public domain weather manufactured with Williams components or not RF INTERFERANCE NOTICE CABLE ROUTING PLACEMENTS AND GROUND STRAP ROUTING on this game has been designed to keep RF radiation and conduction within levels accepted by FCC regulations TO MAINTAIN THESE LEVELS reposition harnesses and reconnect ground straps to their original placements if they should be disconnected during maintenance Location of Controls THE ON OFF SWITCH is situated on the top left corner of upright games as you face the back of the cabinet Cockpit games have an on off switch beneath the cashbox door The switch is positioned in the floor of the games front end THE VOLU
8. 16 3004 101 Williams Instruction Manual BOARD ROM ROM ROM ROM ROM ROM ROM ROM ROM ROM ROM ROM CPU CPU SOUND SPEECH SPEECH SPEECH SPEECH SOUND LOC 1D 1C 1A 2D 2C 2A 3D 3C 3A 4C 4A 1F amp 2F 3C 3G IC12 IC4 IC5 IC6 IC7 IC12 ROM SUMMARY DESCRIPTION PROM 4Kx8 REV 1 Brown PROM 4Kx8 REV 1 Brown PROM 4Kx8 REV 1 Brown PROM 4Kx8 REV 1 Brown PROM 4Kx8 REV 1 Brown PROM 4Kx8 REV 1 Brown PROM 4Kx8 REV 1 Brown PROM 4Kx8 REV 1 Brown PROM 4Kx8 REV 1 PROM 4Kx8 REV 1 Brown Brown PROM 4Kx8 REV 1 Brown Special Chip PROM 512x8 PROM 512x8 PROM 4Kx8 PROM 4Kx8 PROM 4Kx8 PROM 4Kx8 PROM 4Kx8 PROM 4Kx8 ROM PART NO SINISTAR 1B A 5343 09961 A SINISTAR 2B A 5343 09962 B SINISTAR 3B A 5343 09963 B SINISTAR 4B A 5343 09964 B SINISTAR 5B A 5343 09965 B SINISTAR 6B A 5343 09966 B SINISTAR 7B A 5343 10150 B SINISTAR 8B A 5343 09968 B SINISTAR 9B A 5343 09969 B SINISTAR 10B A 5343 10153 B SINISTAR 11B A 5343 09971 B Special Chip 1 A 5410 09911 A 5342 09694 A 5342 09821 Decoder ROM 4 Horizontal Decoder ROM 6 Vertical ROM 13A Sound A 5343 10209 ROM 14A Speech A 5343 10199 ROM 15A Speech A 5343 10200 ROM 16A Speech A 5343 10201 ROM 17A Speech A 5343 10201 ROM 18A Sound A 5343 10140 Used on rear sound boards in Cockpit Games only INSTRUCTION MANUAL FOR UPRIGHT AND COCKPIT GAMES including e oper
9. AM Error 41 or 42 See Note TEST ROM BOARD LEDs RECOGNIZE CONDITION ROM 2 means ROM error RAM 1 means RAM error CMOS See 3 means CMOS Appendix A RAM error Tests 4 and 7 provide sequential subtests To stop automatic cycling set switch to MANUAL DOWN Depress advance in MANUAL DOWN to step through subtests LED indications are not made for these tests REMEDY OR ADJUSTMENT Missing Check 1 2 4 10 3 Pin 3 2P4 10P3 Pin 2 2P4 10P3 Pin 5 2P4 10P3 Pin 4 2P4 10P3 Pin 7 2P4 10P3 Pin 6 Perform Sound Board Diagnostics see below NOTE any two sounds are the same check for a short between the select lines with the same sound Refer to CABINET WIRING Diagram 1 COIN DOOR SWITCH STUCK Disconnect 2P3 2 PLAYER PANEL SWITCH STUCK Disconnect 3P2 or 3P3 3 COIN DOOR SWITCH DOES NOT OPERATE Ground corresponding pin of 2P3 4 PLAYER PANEL SWITCH DOES NOT OPERATE Ground corresponding pin of 3P2 or 3P3 SYMPTOM REMAINS SAME ROM Board or Interface Board Faulty SYMPTOM CLEARS UP Problem is in switches or wiring ADDITIONAL TESTS FOR OPTOSWITCHES 5 Check that 5v DC is at pin 1 or 12P1 6 With joystick in centre position check for 0 7v at base of ON transistor s Q1 thru Q6 and at pin s 2 3 4 6 7 and 8 of 12P1 7 With joystick moved from centre position check for 0 1v at base of OFF transistor s and 5v at pin s 2 3 4 6 7 and 8 of 12P1 8 With
10. CTORY SETTINGS RESTORED DISPLAYED POWER ON AND OFF POWER ON ATTRACT MOD MESSAGE RESTORE FACTORY MESSAGE PASS GAME ADJUSTMENTS RESTORE FACTORY SETTINGS FAIL 5 OR MORE HEX A F CLEAR AUDITS HIGH SCORE TABLE PASS RESET HIGH SCORE TABLE TO FACOTRY SETTINGS PASS GAME ADJUSTMENTS FAIL OPEN COIN DOOR DISPLAYED OPEN COIN DOOR POWER OFF AND ON CMOS RAM Data Test Protocol The first sub test of the CMOS RAM data is that of the ATTRACT MODE MESSAGE checksum If the test does not pass the factory ATTRACT MODE MESSAGE is restored Next the game adjustments are checked and restored to factory settings if an error is found If game adjustments are found intact the high score table is checked for any bad entries Bad entries are replaced with a score of 4 000 points and no initials If all entries check the game returns to the Game Over Mode If game adjustments are restored to factory settings the AUDIT TOTALS are checked If 5 or more audit digits are other than 0 9 that is hexadecimal A through F all audit totals are cleared This is followed by a check of the high score table and the table is reset to factory settings if errors are found Finally game adjustments are rechecked and either OPEN COIN DOOR or FACTORY SETTINGS RESTORED is displayed With the former open the coin door
11. ITS PER CREDIT equals Y then the price of one game is X Y UNITS REQUIRED FOR BONUS CREDIT is the number of games that must be purchased before a free game is awarded MINIMUM UNITS FOR ANY CREDIT is the least number of coins allowed per game or games Or put another way the MIMIMUM UNITS FOR ANY CREDIT determines the smallest number of whole games that may be paid for at one time SAMPLE SETTINGS Before adjusting EXTRA SHIPS settings review the chart to see how they affect the extra ship score LET FIRST EXTRA SHIP AT ADDITIONAL EXTRA SHIP POINTS FACTOR F Cap Foun azoo Azioooo Aio A 3000 SHIP FORMULA A 0000 10 000 40 000 RE 30 000 000 1A 70 000 3F 3A 120 000 4 6 180 000 5F 10A j 250 000 This series is derived from n n A nF 2 where n is the extra ship no 12 CHAPTER 3 Troubleshooting Procedures Introduction Power Up Tests 5v DC Power Supply Adjustments Self Diagnostics Diagnostic Mode Tests Sound Board Diagnostics CMOS RAM Data Test Protocol 13 CHECKING POWER SUPPLY BOARD 1 Swap power supply board with one from known good game 2 If game plays problem is on power supply board 3 If game doesn t play check power transformer with voltmeter 4 If known good power supply is unavailable for tests above check 5V 5V and 12V outputs on power supply in game Each MUST BE wi
12. LECTRONINCALLY THE JOYSTICK IS UNIQUE Six opto isolators three on the X axis and three on the Y axis are positioned to accept both direction and speed cues A resolution of 49 directions and speed combinations is possible See PLYER CONTROLS below STEREO COCKPIT SOUND FOR THE FIRST TIME IN A WILLIAMS GAME we ve included stereo sound The new cockpit style cabinet sufficiently encloses the player so that stereo sound will enhance the game experience TRUE STEREO Since true stereo requires two sound sources the SINISTAR cockpit game has not only two speakers but two entire sound boards complete with two separate volume controls for maximum operator control SINISTAR SPEAKS CHALLENGE FROM A STAR Just as the SINISTAR character is no mere twinkle on the night horizon this is no ordinary video game The SINISTAR character is the archvillian players love to hate One of the best reasons why is that he dares them to challenge him ALL HIS WORDS ARE STORED IN ROM A SINISTAR sound board addresses ROM chips on a separate speech board to access digitally stored phrases These phrases are converted from parallel to serial from on the sound board and then fed back to the speech board THE SPEECH BOARD THEN TRANSLATES incoming digital pulses into analogue form and filters the resulting analogue speech Next the speech is mixed with the sound effects stored and D A converted to the sound board Finally the speech and effects travel
13. LED BY THE JOYSTICK a unique configuration of optoswitches provides a faster response and a greatly increased number of vectors in each quadrant for the precise aiming of your space ship TWO SETS OF THREE OPTOSWITCHS are each arranged at right angles to each other One set is for aiming along the X axis the other is for aiming along the Y axis With the joystick in the centre position all six are blocked AS THEY JOYSTICK IS ADVANCED or pulled back it actuates one or both sets of switches The spaceship responds with extraordinary precision due to the sequential action of the optoswitches in each set Each switch in the set is offset so that the joystick action multiplies the circuitry brought in by the switches increasing the precision action of the spaceship THE SPACESHIP ACCELERATES as the joystick is moved further from the centre position it decelerates as the joystick is pulled or pushed back toward the centre position SPECIAL CIRCUITRY is included for the spaceship to respond immediately to sudden reversals of joystick movement Clearing Bookkeeping Totals 1 Depress ADVANCE to display Game Adjustments 2 Operate joystick Up or Down to position cursor on CLEAR BOOKKEEPING TOTALS 3 Push FIRE Button 4 Depress ADVANCE IF AVERAGE TIME PER CREDIT RUNS BELOW 1 30 Figure 2 then more liberal GAME ADJUSTMENTS are recommended What if AVERAGE TIME PER CREDIT runs over 2 30 Make the game tougher Always try to keep
14. ME CONTROL in upright games is located inside the coin door and on the right cabinet wall as you face the game THE COCKPIT GAME HAS TWO VOLUME CONTROLS one for each sound board These controls are located near circuit boards under the games hood below the hinged panel underneath the hood DIAGNOSTIC SWITCHES are on the back of the coin door in upright games In cockpit games they re under the hood and on the top right side as you face the front of the game These switches are used to access the Diagnostic Mode tests the BOOKKEEPING TOTALS screen and the GAME ADJUSTMENTS screen Refer to the appropriate sections below for information on these important features OTHER CONTROLS Finally they are five more controls that are used somewhat less often than those above 1 The memory protect interlock switch is near the diagnostic switch bracket see above This switch must be open when you clear BOOKKEEPING TOTALS or make GAME ADJUSTMENTS It automatically opens when the coin door is open on upright or mini games and when the hood is open on cockpit games 2 The CPU board reset switch is located across the CPU board from the batteries 3 The Cashbox advance switch found inside the cashbox door on all models allows bookkeeping information to be audited without permitting it to be zeroed 4 The sound speech mixer pot permits the operator to balance sound speech to suit his location This pot is on the speech board on all gam
15. OM failure messages are displayed on the CRT after the rug pattern proceed with self diagnostics Self diagnostic procedures are controlled by the AUTO UP MANUAL DOWN and ADVANCE switches in the coin door See Figure 1 Set the AUTO UP MANUAL DOWN switch to the MANUAL DOWN position and depress the ADVANCE pushbutton The game is now in its Diagnostic Mode and TROUBLESHOOTING PROCEDURES DIAGNOSTIC MODE TESTS REMEDY 1 Turn power off 2 Replace suspected chip 1 Check for normal voltages on indicated RAM chip 5v pin 1 12v pin 8 5v pin 9 2 Turn power off 3 Replace suspected chip 4 With multiple RAM failures always check power supply See POWER UP TESTS 1 Check pin 22 of CMOS RAM for 3 2VDC minimum If present replace CMOS chip 1C If absent replace AA alkaline cells 2 With new alkaline cells check for 3 8v DC If still absent replace diodes D9 and D10 3 Upon power up and re entry into diagnostics if CMOS error message persists check CMOS RAM memory protect and address decoding circuits with a logic probe ROM ERROR and ROM chip RAM failures this display may WRITE PROTECT FAILURE VIDEO number RAM ERROR followed by RAM bank number and chip number Note with multiple not appear CMOS RAM ERROR OR ROM BOARD LEDs IDENTIFY CHIPS 2 digit ROM chip number Bank number first then chip number in bank see figure 4 For R
16. a time Incidentally the 4 in the CENTER SLOT UNITS allows four games per dollar coin centre slot only See 2 50 4 1 above 11 Coin Door Credits Pricing Mechanism Money Selection Twin Quarter 1 25 5 1 Quarter Dollar Quarter 2 50 5 1 e 1 25 4 1 2 50G 4 1 11506 3 81 5 11506 3 1 7 2 11506 3 1 6 2 e 1 50 e 1 1DM 6 5DM 1 20 3 50 1DM 5DM 20 Cent 50 Cent o OOo K 0 oN 6 4 6 lt ON au Al wo o 1 Franc 5 Franc e 1 2F 3 5F 25 Cent e 1 25 4 1G 1 Guilder 1 25 5 1G 5 Franc e 1 5F 2 10F 10 Franc e 1 10F 1 Franc 2 Franc e 2 1F 5 2F 100 Lire 200 Lire e 1 200 Lire Twin Coin e 1 1 Coin e 1 2 Coins 1 3 Coins 2 5 Coins 1 Unit 5 Unit e 1 2 3 5 1 1 5 5 1 3 2 5 Any e Free Play Definitions of Pricing Terms PRICING SELECTION allows a shorthand method of setting the pricing functions If a number from one to nine is entered into the PRICING SELECTION function a corresponding standard setting shown in bold type above will be entered into the game The rest of the pricing functions are automatically set for that standard THE PRICE OF ONE GAME number of coins per game is equal to the number of SLOT UNITS for any one slot divided by the number of UNITS PER CREDIT If the number of LEFT SLOT UNITS or RIGHT SLOT UNITS equals X and the number of UN
17. and turn the game OFF and ON and then FACTORY SETTINGS RESTORED will be displayed Return to game over by depressing the ADVANCE pushbutton or by turning the game OFF and ON a second time CHAPTER 4 Parts Information 01 7218 08 7391 31 1056 3004 U 20 9322 5640 06137 00 20 9266 4608 01080 07 01 7264 4608 01080 07 4320 01123 20 24 6597 5 01 7479 LI Sy N XK Ds lt 4003 01051 06 j 4008 01005 04 20 8746 LIGHT REFLECTOR ASSY D 9246 20 8747 20 8748 1 31 1056 3004 U 0 8749 8 5792 09395 00 5821 09081 00 PINS 822 08841 00 01 7446 4108 01001 24 4608 01080 10 5792 09110 00 5821 09081 00 PINS Le es 99 b gt lt lt lb e o 9 m 7777777711 1 Py ug X 96 19 Ks KlogXbon e Op 863 95 56 es lt MW De Oque Seo le Os a 8 ki 6 beg 6 0 yo 6 0 gt 2 So 0 o gt fo eo o gt lo fe 02 Se by POWER REQUIREMENTS 115 230v AC Nominal 50 60 Hz 1 7 0 85A 20A surge for one cycle at power turn on Normal Line 98 126v AC 196 252v AC High Line 98 126v AC 196 252v AC Low Line 98 126v AC 196 252v AC Transformer Jumpers Required See Servic
18. ation e bookkeeping e adjustments e diagnostics e parts CONTENTS e CHAPTER 1 Game Setup Warnings amp Notices AS Eas laa Game Features sc n ne lese Lr 6 46 09 469 6099 999599 00 45 Examine your Game coccion S Location of COntrols riade ae EE a en a e CHAPTER 2 Game Operation Power TUMON a iss bee ae Add ER RO Game Operation Ieai CSA eee eee Bookkeeping Totals Game Adjustments Leu ane den ss Sd NE EIE Definitions of Pricing Terms e CHAPTER 3 Troubleshooting Procedures Introd ttion m Power Up Tests 5v DC Power Supply Adjustments Self Diagnostics eee 4 45 a eg ace eae Diagnostic Mode Tests Sound Board Diagnostics CMOS RAM Data Test Protocol e CHAPTER 4 Parts Location CHAPTER 1 Game Setup Warnings amp Notices Game Features Examine your Game Location of Controls Game Features 49 WAY OPTO JOYSTICK MODELLED AFTER A MILITARY AIRCRAFT JOYSTICK the SINISTAR upright and cockpit joystick is engineered to fit the hand and provide quick game response as well as durability Mini games have the space saving standard joystick but retain the new opto technology E
19. d 3 If problem persists proceed with CMOS RAM test by putting the game into its Diagnostic Mode see SELF DIAGNOSTICS 1 Making and breaking coin door interlock switch check with VOM and replace if faulty 2 Replace if faulty Memory protect gates 6E IC1 QI or CMOS RAM 1C 1 Turn power off 2 To find bad chip replace 2 special chips one at a time with known good chips 3 Turn Machine on after each replacement and run through Power Up Tests VIDEO 1 Scanning rug pattern 2 Stationary rug pattern 3 INITIAL TESTS INDICATE ALL SYSTEMS GO 4 Game Over Mode HIGH SCORE TABLE RESET BOOKKEEPING TOTALS CLEARED ADJUSTMENT FAILURE RESTORE FACTORY SEITINGS BY OPENING FRONT AND TURNING GAME OFF AND ON FACTORY SEITINGS RESTORED HIGH SCORE TABLE RESET BOOKKEEPING TOTALS CLEARED ADJUSTMENT FAILURE RESTORE FACTORY SEITINGS BY OPENING FRONT AND TURNING GAME OFF AND ON HIGH SCORE TABLE RESET BOOKKEEPING TOTALS CLEARED ADJUSTMENT FAILURE RESTORE FACTORY SEITINGS BY OPENING FRONT AND TURNING GAME OFF AND ON 1 Scanning rug pattern 2 Blank screen instead of INITIAL TESTS INDICATE OPERATIONAL 3 High score table with no scores 4 Intro blank or program crash TEST ROM BOARD ROM BOARD LEDs LEDs RECOGNIZE IDENTIFY BAD CONDITION CHIPS GENERAL 0 means all power up tests pass
20. e Manual ENVIRONMENT Operating Temperature 0 to 45 C ambient 32 to 113 F Storage Temperature 40 to 65 C ambient 40 to 149 F 90 RH at 40 104 F non condensing MONITOR 19 Colour Raster non interlaced UL CSA amp DHHS Approved VIDEO SYSYTEM 256 Colours 340 x 240 PIXEL Resolution 6809E Microprocessor ROM 44K BYTES Video and Scratch RAM 50 K BYTES CMOS RAM 1Kx4 SPECIAL RAM 2K BYTES SOUND SYSTEM 6808 Microprocessor ROM 24K BYTES cockpit U S Patent No 4272649 SPEECH SYSTEM Digital to Analogue CVSD System JOYSTICK Optical Sensing 49 discrete directions and degrees of movement 6 separate speeds in 8 directions plus centre off position SERVICE For the back up that keeps you out front Call Williams toll free at 800 621 1253 In Illinos call toll free at 800 572 1324 Williams Y ELECTRONICS INC 3401 N California Av Chicago IL 60618 312 267 2240 Telex 253095 65 165cm UPRIGHT Weight 270155 122 5 Kg uncrated 290155 131 5 Kg crated t LT 28 5 72 5cm 24 5 62cm COCKPIT Weight 342lbs 155 Kg uncrated 4021bs 182 5 Kg crated 56 142cm 70 178cm 30 76cm Te gna lt Patent Pending Specifications subject to change without notice Warning This equipment generates uses and can radiate radio frequency energy and if not installed and used in accorda
21. ed CMOS See 0 means tests Appendix A passed 0 means tests passed 0 means tests BATTERY See Appendix A passed MEMORY 0 means tests PROTECT passed INTERLOCK See Appendix A SPECIAL CHIP 0 means tests passed 14 15 INTERFACE INTERBOARD CONNECTOR BANK 2 BANK 1 Kan 2L 22 IL 12 ROM BOARD 41 6D RAM 42 4D RAM 2Q 27 1Q 17 1111111111 JE 8 E 8 8 8 BANK 3 Dn 2 31 32 7 3Q 37 A REL gt 3K 31 LEGEND FIRST DESIGNATION 3K 5 CIRCUIT BOARD GRID REFERENCE DESIGNATION IN PARENTHESIS DENOTES BANK NO 1 3 AND CHIP NO 1 8 t t 82 83 E o Figure 4 RAM Location and Numbering on the CPU Board 8 ROM Board RAMs a ROM test is performed With ROM test results present on the CRT display depressing the ADVANCE pushbutton initiates the RAM test Further tests CMOS sound switch colour RAM monitor test patterns are encountered one after the other as the ADVANCE pushbutton is depressed once more for each subsequent test MONITOR TEST PATTERNS 19 Monitor Upright Games Only For ease in monitor adjustments the monitor may be slid back and the screen viewed in the CRT mirror provided on the inside top of the cabinet Remove the two bolts and carefully slide the monitor back in its shelf secure the monitor in the ext
22. ended position by inserting the two bolts though holes in the monitor base and monitor shelf provided at the left side of the monitor AUTO CYCLE MODE From the colour bar pattern or Game Over with the switch set to AUTO UP depress ADVANCE two times to display GAME ADJUSTMENTS 1 Position the cursor on AUTO CYCLE with the Joystick and push the FIRE button 2 Depress ADVANCE 3 The system will now sequence through ROM RAM and CMOS RAM tests repeatedly The coin door must be open during the Auto Cycle test If an error is detected the test is terminated and the failure indication is displayed on the 4 To terminate the Auto Cycle test turn the game OFF and ON 15 5v DC Power Supply Adjustments Before adjusting the voltage output always check the output at the supply for AC hum This hum should never rise above 0 005v on the 5v DC supply If it does consult your schematic drawing set for proper DC voltages throughout the circuit Test for these with the DC setting of your multimeter Make a second check using the AC setting Pay particular attention to readings at TP5 top of capacitor C10 If the voltage here is too low less than 11v DC or you find excessive ripple more than 700mv rms replace the capacitor If TP1 is less than 4 95v DC remove R10 If TP1 is still less than 4 95v DC the check precision resistors R25 and R26 If they are within 1 tolerance the check Self Diagnostics If RAM or R
23. es Examine Your Game When you receive a new WILLIAMS game examine it carefully before you power it up Be sure that it was delivered in good condition INSPECT THE OUTSIDE of the shipping carton and or game cabinet for shipping damage UPRIGHTS amp MINIS UNLOCK AND SET ASIDE THE TOP REAR PANEL Undo the two trunk latches on the inside of the bottom door Open the door Now check circuitry COCKPIT GAMES 1 Unlock the cashbox door on the front of the game 2 Now remove the cashbox and extend your arm to the left and right inside the door Undo the two hood trunk latches 3 Raise the hood 4 Loosen the two access screws on the right side of the PC board panel 5 Swing the panel up and to the left to inspect circuitry ARE THE CONNECTORS SECURELY ATTACHED Reconnect any found loose DON T FORCE CONNECTORS They re keyed and only fit one way By the same token take care reversed edge connectors can damage PC boards ARE PLUG IN CHIPS FIRMLY SEATED in their sockets UNWRAP THE POWER CORD coiled inside the cabinet Now position the cord in the wood slot beneath the bottom door cockpit games Drop the plug through the hole in the floor This hole is near the front of the game and under the PC board panel DON T PLUG IN YET SCRUTINIZE MAJOR SUBASSEMBLIES such as the monitor control panel transformer board and power supply Make sure they re securely mounted
24. f the Workers and disintegrate their even more aggressive comrades at arms the evil skelomorphic Warriors Intelligent beings everywhere depend on your courage your dedication your reserve your shrewd command of tactical invention It s up to you space cadet HIGH SCORE SIGNATURE Select letters with the joystick Push right to move forward through the alphabet push left to move backward Then push the FIRE button to lock in the letter Adjustable Feature Power Turn On CAUTION This game must be plugged into a properly grounded outlet to prevent shock hazard and to ensure proper game operation DO NOT use a cheater plug to defeat the ground pin on the line cord and DO NOT cut off the ground pin WHEN THE GAME IS FIRST TURNED ON it produces a sound Simultaneously general illumination should come on and a moment later a scanning rug pattern indicating the RAM test should appear on the screen Next the rug should become stationary as the ROM test is performed In a correctly running game the rug pattern will be followed by the message INITIAL CHECKS INDICATE ALL SYSTEMS GO If RAM or ROM failure messages come up on the screen instead refer to Power Up Tests in TROUBLESHOOTING PROCEDURES Game Operation GAME START Insert coins a random sound is produced and credits are displayed on the CRT With two or more credits displayed pressing 2 player start initiates a 2 player 3 turn game PLAYER CONTROLS CONTROL
25. joystick in centre position check for 5v at pin s 5 and 9 of 12P1 With Joystick in Down Left position check for 5 at pin 5 9 of 12P1 With Joystick in Up Right position check for 0v at pin 5 9 of 12P1 gt VIDEO SOUND LINE 1 SOUND LINE 2 SOUND LINE 3 SOUND LINE 4 SOUND LINE 5 SOUND LINE 6 These appear one at a time CRT indicates AUTO UP closed and any stuck switches CRT Display for Each Switch INTERFACE BOARD 1 PLAYER START 2 PLAYER START UP DOWN A1 UP DOWN B1 UP DOWN C1 UP DOWN DIRECTION 1 RIGHT LEFT A1 RIGHT LEFT B1 RIGHT LEFT C1 RIGHT LEFT DIRECTION 1 FIRE 1 SINIBOMB 1 ROM BOARD ADVANCE AUTO UP HIGH SCORE RESET LEFT COIN CENTRE COIN RIGHT COIN SLAM SWITCH TEST amp PROCEDURES SOUND Test 4 SWITCH TEST Test 5 1 Set switch to MANUAL DOWN and clear any stuck switches 2 CRT should indicate no switches closed 3 Operate switches and check for display of switch name NOTE Two static RAMs located on the ROM board are indicated as RAM 41 in chip location 6D and RAM 42 in chip location 4D REPLACE RAM 2B magenta band cyan band too light or too dark blue or grey band dark green band or grey band dark green band or grey band grey band MORE DIAGNOSTIC MODE TESTS REMEDY OR ADJUSTMENT REPLACE
26. nce with the instructions manual may cause interference to radio communications As temporarily permitted by regulation it has not been tested for compliance pursuant to Subpart J of Part 15 of FCC Rules which are designed to provide reasonable protection against such interference Operation of this equipment in a residential area is likely to cause interference in which case the user at his own expense will be required to take whatever measures may be required to correct the interference NOTICE SINISTAR is a trademark of Williams Electronics Inc 1983 WILLIAMS ELECTRONICS INC
27. nput pin IC1 pin 1 or 10P4 pin 2 If you hear low hum audio IC volume pot and speaker are okay 2 Repeat test at Q2 emitter If you hear hum analogue section is okay Step 1 will also work if you simply touch amplifiers input pin However output level of hum will be much lower than with soldering iron DO NOT use a soldering pencil over 40 watts Cordless models will NOT work here CHECK SOUND ROM 12 AND RELATED CIRCUITRY 1 Turn power on 2 If you have no game sounds but power supply tests show normal voltages and no ripple on 5v check crystal clock circuit Using DVM or logic probe test for pulsing AC across crystal If clock signal s absent replace crystal and associated capacitors 3 Turn off power 4 Swap sound ROM IC 12 and microprocessor chip IC9 with known good chips 5 Power up and test Sound Board after each swap by pushing DIAGNOSTIC button TEST TOOL ROM board connector 2P4 J4 2 to 7 9C DIP resistors 2 to 8 C40 53 8C 10 to 15 PIA SYMPTOM MISSING SOUNDS NO SOUND STEP 2 ASSUMPTION OFF BOARD FAILURE NO SOUND ASSUMPTION POWER SECTION FAILURE STILL NO SOUND ASSUMPTION AUDIO SECTION FAILURE MISSING SOUNDS NO SOUND ASSUMPTION DIGITAL FAILURE HIGH SCORE ENTRIES PASS BAD ENTRIES REPLACED WITH 4 000 AND NO INITIALS e INITIAL TESTS INDICATE ALL SYSTEMS GO DISPLAYED FA
28. oceed e LOW check jacks foils e STILL LOW Perform ROM board checkbox below e ALL 4 7K Proceed e ANY OPEN replace SR1 e ALL OK Proceed e ANY SHORTED replace bad e HIGH Proceed e LOW Replace C19 IC5 or C21 IC7 e STILL LOW Replace bad IC e PULSING Proceed e LOW Replace bad chip e PULSING Proceed e LIFT C20 Retest e PULSING NOW Replace C20 e STILL LOW Replace IC6 retest e PULSING Proceed e SOME LOW Replace IC e ALL LOW Lift C31 retest e PULSING NOW Replace C31 e STILL LOW Replace IC SOUND BOARD DIAGNOSTICS TEST amp PROCEDURES CHECK SOUND SELECT INPUTS TOOL Logic Probe Game on and in test 4 VOM Reading ohms game off VOM Reading ohms game off Logic Probe Game on and in test 4 Logic Probe Game on and in test 4 Logic Probe Game on and in test 4 Logic Probe Game on and in test 4 TEST Sound board connector 10P3 J3 2 to 7 1 DIP resistors R3 to R9 C3 to C9 IC 5 1 IC 7 14 power pins 05 2 4 6 10 12 15 07 4 6 IC10 18 19 PIA IC10 10 to 17 PIA SYMPTOM MISSING SOUNDS NO SOUND STEP 1 ASSUMPTION INPUT SECTION FAILURE NOTE In cockpit model games where no sounds are produced from either sound board disconnect both 9 pin connectors from one board and then the other This isolates faults to a single Sound Board
29. thin 2 of rated output with less than 0 1 AC hum algorithm begins with Power Up and continues until Game Over All procedures can be performed with minimal test equipment or merely by observing the game itself INTRODUCTION Mode Our troubleshooting POWER UP TESTS NO INITIAL VIDEO RUG PATTERN 1 Press reset button on CPU Board 2 Try RAM and ROM tests see below 3 If all the above don t turn up the problem check power supply board MORE POWER UP TESTS Certain types of game malfunctions may inhibit the game s Troubleshooting procedures for most of these types of malfunctions as well as malfunctions that permit self diagnosis are covered below diagnostic or display faculties NO GENERAL ILLUMINATION 1 Check fuse F2 on power supply board 2 Check for proper installation of jumpers W1 W2 W3 and or resistor R27 Some machines DO NOT have an R27 Refer to your drawing set 3 Check 4P1 J I 4P3 J3 6P2 J2 and 6P3 J3 4 If all the above don t turn up the problem check power supply board REMEDY If any video see left is missing or error message is displayed proceed to Diagnostic Mode tests 1 Open coin door and turn power off and on 2 Press ADVANCE Game should return to Game Over Mode 1 Open coin door and turn power off and on Or press ADVANCE In either case game should return to Game Over Mode 2 Check AA alkaline cells on CPU Boar
30. tion cursor on RESTORE FACTORY SETTINGS 2 Push FIRE button 3 Depress ADVANCE twice RESETTING HIGH SCORE TABLE 1 Position cursor on RESET HIGH SCORE TABLE 2 Push FIRE button 3 Depress ADVANCE 10 Table 1 Game Pricing Units Min Req d Units Left Centre Right Units For For Slot Slot Slot Per Bonus Any Units Units Units Credit Credit Credit 1 4 1 1 4 0 1 4 1 1 4 2 1 4 1 1 0 0 1 4 1 1 0 2 3 12 3 4 15 0 12 48 12 14 96 24 1 4 1 2 4 0 1 4 1 2 0 0 6 0 1 1 0 0 6 0 15 5 0 0 4 16 6 2 0 0 1 0 4 1 0 0 1 0 4 1 4 0 1 0 2 1 0 0 1 0 2 2 0 0 6 0 1 1 0 0 1 0 2 2 0 0 1 4 1 1 0 0 1 4 1 2 0 0 2 0 2 5 0 0 1 16 6 2 0 0 1 0 5 1 0 0 2 0 10 5 0 0 1 4 1 1 0 0 For example if an operator wants to allow one play for a quarter but wishes to encourage multiple game playing he may enter e 0 in the PRICING SELECTION function This zero value automatically sets all pricing functions However minimum units for any credit must be raised to 2 or higher value to achieve the operators goal Here are the rest of the functions as they should appear e 1 in the LEFT SLOT UNITS function e 4 in the CENTER SLOT UNITS function e 1 in the RIGHT SLOT UNITS function e 1 in the UNITS PER CREDIT function e O in the UNITS REQUIRED FOR BONUS CREDIT function e 2 in the MINIMUM UNITS FOR ANY CREDIT function These values allow one game to be played for a quarter but ONLY when two or more games are paid for at

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